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Last Edited August 13, 2021

Independent Tracer - Grandmaster Tracer Main





Hey! I'm Mochrie, and I've been playing Tracer at a Grandmaster level for almost 4 years at the time of writing this. I stream my gameplay regularly, and have several videos available on my YouTube (links for stream and YT available just above this text!) to help teach you to play everyone's favorite mosquito at your best. Feel free to send any questions my way at any of the above links!
One-Two Punch
Reduce the cooldown of Melee by 1 second and it gains an additional charge.
One-Two Punch default, and IMO mandatory if you know you will need Bullet Spray or Heavy Handed at 16.

Tracer Rounds allows you to kite better versus Heroes who punish you at short range (Uther, Brightwing, Varian). Also great when fighting in bushes a lot (Battlefield of Eternity). Helps teammates discern Samuro clones from the real Samuro, as well. If I'm going Tracer Rounds, I always go Ricochet at 16.
Pulse Generator
Successfully sticking a Pulse Bomb to an enemy Hero heals Tracer for 18% of her maximum Health over 1.5 seconds and refunds a charge of Blink.
Pulse Generator is simply overloaded. It gives an insane amount of healing and is the only 4 to offer mobility, as well. Must-pick.

Only reason to ever CONSIDER not picking Pulse Generator is if you want to abuse the bug where Health Pack heals Dragon Shire/Volskaya Foundry vehicles when you are the pilot and get a regen globe.
Locked and Loaded
Reactivate Reload within the last 50% of its cast time to increase Tracer's Basic Attack damage by 40% for that magazine.
Locked and Loaded if you can hit it consistently, otherwise Sleight of Hand is fine.

Sleight of Hand is also a nice tech into Anub'arak, allowing you to never take your finger off of E for faster Cocoon dodges with Recall.
Pulse Rounds
Increases Pulse Bomb's range and charge rate from Basic Attacks against Heroes by 100%.
Pulse Rounds is more triggers of Pulse Generator (yes, a level 4 talent is so strong as to help dictate our level 10 choice!).

Sticky Bomb can be strong when the enemy team lacks answers to it, such as Unstoppable and Stasis effects.

Quantum Spike when you're playing to burst targets with your team in an aggressive pick-focused comp. E.g. Anub'arak + Tyrande + Tracer, who all go in on one person and delete them.
Passive: When Blink has no charges remaining, its cooldown charges 150% faster. Casting Blink grants Tracer a Shield equal to 6.5% of her maximum Health for 3 seconds. This Shield stacks up to 3 times.
Jumper every single game. Untouchable used to be strong as well, but it's been nerfed and Jumper has been buffed several times.
Tracer's Basic Attacks have a 60% chance to hit another nearby enemy, prioritizing Heroes.
Ricochet default. It's a lot of extra sustained damage. It can also bounce into Fog of War and bushes to provide extra safety/scouting.

Heavy Handed to counter Armor (Garrosh, Deathwing, Uther, Cassia, etcetera) and/or when playing with a burst-pick composition (you'll end up picking this in a lot of the same games that you pick Quantum Spike at 10!). You may want to avoid picking this if your comp already has Armor reduction, because multiple sources of Armor reduction do not stack with each other.

Bullet Spray when you absolutely NEED the waveclear.

If I went Tracer Rounds at 16, I only go Ricochet at 16. If I went One-Two Punch at 1, I can go any of these options.
Get Stuffed!
Increase Meleeā€™s Pulse Bomb charge against Heroes from 10% to 20%. Hitting an enemy with Melee who is stuck with a Pulse Bomb causes the bomb to instantly explode and knock the target away.
Get Stuffed! is simply the best choice at 20. More charge for Pulse Bomb, tons of playmaking potential, faster burst. It's just too good.

Total Recall can help out players who have a hard time avoiding taking big damage. I'd definitely advise moving on to Get Stuffed! once you get better at the hero, though.
New Season - 7/10/18
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